GoldSrc is powerful Created 13 years ago2011-09-11 13:41:33 UTC by Bruce Bruce

Created 13 years ago2011-09-11 13:41:33 UTC by Bruce Bruce

Posted 13 years ago2011-09-11 13:41:33 UTC Post #298812
GoldSource is pretty powerful, just a bit hard to master
User posted image
Posted 13 years ago2011-09-11 14:05:09 UTC Post #298816
Will it compile?
Rimrook RimrookSince 2003
Posted 13 years ago2011-09-11 14:05:40 UTC Post #298817
Haha, exactly what I was going to ask.
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-09-11 14:18:42 UTC Post #298818
If it wouldn't, I wouldn't be showing this to you. Of course it will, without any bugs.

This one is probably done for the first time in the history of GoldSource:
User posted image
Possibilities are limitless...

EDIT: All done with Hammer.
Posted 13 years ago2011-09-11 14:28:33 UTC Post #298819
I've tried that kind of architecture on Source. The compiler crashed.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-09-11 14:31:51 UTC Post #298820
Then you suck. This is nothing. I made and compiled mathematically correct spheres and domes with hundreds of polygons without a single lighting bug.
Posted 13 years ago2011-09-11 14:36:58 UTC Post #298821
Jesus Christ, lay off the insults. Just because they can't do what you can do in Hammer doesn't mean they suck ass.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-09-11 14:40:51 UTC Post #298822
Don't cry. Get out.
Posted 13 years ago2011-09-11 14:54:59 UTC Post #298823
lol
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-09-11 15:17:38 UTC Post #298824
I made and compiled mathematically correct spheres and domes with hundreds of polygons without a single lighting bug.
Cool. I think you should put a load of this stuff together and compile it, then post it in the example maps vault. :)
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-09-11 15:19:43 UTC Post #298825
Joabama is right. Take it easy, Dragos, there's no need for that.
Posted 13 years ago2011-09-11 15:27:31 UTC Post #298826
what? I'm calm as hell. Get out if you don't have what to say. Why you always flood my topics with this shit.
Posted 13 years ago2011-09-11 15:47:09 UTC Post #298827
I'm calm as hell
I don't know how to interpret this because I'm not an expert at English language.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-09-11 15:48:52 UTC Post #298828
I flood your topics? I don't remember flooding any of your topics.

The point here is that there was no need to tell CStriker he sucked. Im sure we all know how buggy Source can be at times.

Now i consider myself an experienced GoldSource mapper, but im having trouble figuring out how you did this one:
User posted image
As far as i know textures won't (texture) lock if you shear a brush, so how did you do it?

And don't tell me i suck bacause i don't know how you did this.
Posted 13 years ago2011-09-11 15:52:16 UTC Post #298829
If making terrain is possible, it's possible to do this stuff, why you guys liked it too much? I can't understand.
Posted 13 years ago2011-09-11 15:54:47 UTC Post #298830
@the mighty boy

it can be done with rotate the texture from texture properties pretty easy man...
Posted 13 years ago2011-09-11 15:57:24 UTC Post #298831
platoon: I'm showing texture work, not architecture. Maybe you're confusing this with Source's displacements?

The Mighty Atom: It's a mess of work with just about every tool in Hammer. I'm still experimenting, when I'll get it perfectly stable I'll show how it's done.
Posted 13 years ago2011-09-11 16:00:46 UTC Post #298832
Dragos, you're acting ridiculous, and more insulting than you perhaps mean to be. The proof is right there in your writing, so please don't try and tell anyone otherwise. Just keep an eye on how you talk to others, please?
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-09-11 16:05:28 UTC Post #298833
@dragos:

no,
I'm definitely talk about goldsrc

about architecture;
look this thing i made long time ago:
http://www.moddb.com/mods/platoon/images/forest1#imagebox
used my own technique to make it, this is what i mean, if we can do it with goldsrc, this kind of things possible to do..

about textures, i think its scratched a bit high (slided) moving down some edge's can help
Posted 13 years ago2011-09-11 16:09:55 UTC Post #298834
Damn people, my English isn't perfect. I don't know exactly what emotions are behind what I write. Yeah, sorry for "then you suck". I just wanted to say that you're doing it wrong then, Striker.
Posted 13 years ago2011-09-11 16:23:04 UTC Post #298835
platoon: I'm showing texture work, not architecture. Maybe you're confusing this with Source's displacements?
Wait, I think I misinterpreted the whole thread. I thought the thread was a joke.
I've tried that kind of architecture on Source. The compiler crashed.
Then you suck. This is nothing. I made and compiled mathematically correct spheres and domes with hundreds of polygons without a single lighting bug.
Allow me to retort: I joked. I'm sorry for confusing you.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-09-11 16:26:21 UTC Post #298836
I have no idea whats supposed to be shown in those pictures thats new and awesome (except maybe the smooth solid curves in picture 1)
Stojke StojkeUnreal
Posted 13 years ago2011-09-11 16:31:34 UTC Post #298837
Then you don't know GoldSrc good enough. Those who do, do see.
Posted 13 years ago2011-09-11 17:07:03 UTC Post #298838
You know, you could some times "not brag" your self and tell people what they want to know.
Stojke StojkeUnreal
Posted 13 years ago2011-09-11 17:12:12 UTC Post #298839
posts 5-9 made me lol quite a bit :D
Skals SkalsLevel Designer
Posted 13 years ago2011-09-11 17:39:41 UTC Post #298840
posts 5-9 made me lol quite a bit
Same. Dragos your architecture work is awesome, but creating a whole map with that kind of detail seems, Shaky? I suppose.
Posted 13 years ago2011-09-11 18:11:32 UTC Post #298842
There is no problem creating a whole map with such quality at all. You just need experience to be able to make everything as efficient as possible.

As one man said: "A wise man can learn more from a foolish question than a fool can learn from a wise answer."

What I mean, is that you can create a map which will look 100 times better than a map with 100 times more polys. It's all about efficiency.
Posted 13 years ago2011-09-11 19:25:30 UTC Post #298845
Hypothesis: Two similar scenes. The difference: one scene has 100 polys, and the other one 12800 polys(almost 100 more polys... 12800 because it's easier for me to take this into consideration).

Let's assume a factor of coolness(FOC). This factor of coolness increases by 1 every time the number of polys double and essentially represents the"looks better by # amount". Now let's assume 100 polys has a default coolness of 1 ( very low). That means the 12800 polys room has a FOC of 7.

From your statement:
What I mean, is that you can create a map which will look 100 times better than a map with 100 times more polys. It's all about efficiency.
I understand that the 100 polys map can have a FOC of 100, greatly surpassing the 7 of the 12800 polys(about 100 more polys). Holy shit, that means I can actually create a map with 100 polys that looks like one with 100*(2^100) polys?

TEACH ME NOWA!

My math scales the numbers badly, but you get the idea.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-09-11 19:39:12 UTC Post #298846
Dragos is such a retard, he created these pointless threads with one picture in them, expects us to know what they are, and when we comment on them or ask questions about them, he just throws offensive statements at us.
Skals SkalsLevel Designer
Posted 13 years ago2011-09-11 19:47:20 UTC Post #298847
What Skals mon said.

Its not cool. If you have discovered something neat or found a cool way to improve something, share with others, its not like we will think of you as a lesser mapper if you do.
Stojke StojkeUnreal
Posted 13 years ago2011-09-11 19:53:17 UTC Post #298848
It's not that Stojke, he is one of those guys that is like look what I can do, it's so awesome BUAHHHH and U can't do it BUAHHHH! and you know why? BUAHHHHHHHHH! CAUSE I'M BETTER THAN U BUAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHhhhHhHHhhhhh! oh and u suck. BUAH!
Skals SkalsLevel Designer
Posted 13 years ago2011-09-11 19:54:51 UTC Post #298849
It's called generating interest, if enough people want to see how something is done he'll show how, why waste time posting something if nobody is interested?

He does overreact at times but only because all you guys do is discourage him and discredit him. Grow the fuck up.
Crollo CrolloTrollo
Posted 13 years ago2011-09-11 19:55:15 UTC Post #298850
Dragos is obviously all about bragging, and not so much sharing, and therefore I consider him a douche who most likely wears his sunglasses indoors.

Impressive mapping, but you're a douche nonetheless
Madcow MadcowSpy zappin my udder
Posted 13 years ago2011-09-11 19:56:33 UTC Post #298851
@trollo - ...and you sir stop Trolloing :).
Dragos is obviously all about bragging, and not so much sharing, and therefore I consider him a douche who most likely wears his sunglasses indoors.
This.
Skals SkalsLevel Designer
Posted 13 years ago2011-09-11 19:58:06 UTC Post #298852
@ Crollo - So if the "cool" kids like it, I'm gonna do it? Thats no way a technician should act. It may not be interesting top active members of the forum, but it will definitely be interesting to some one else.

@ Skals - dont really know what kind of a guy he is, but i agree with Madcow at the moment :D
Stojke StojkeUnreal
Posted 13 years ago2011-09-11 20:20:46 UTC Post #298853
Are you blind? I have explained how to do everything I ever showed. Why the hell do you think I'm doing this at all? All I want is to show you something interesting and have a nice discussion. Can't you wait a bit till I explain how it's done? You fucking lazy ignorant bitches.
Posted 13 years ago2011-09-11 20:33:30 UTC Post #298854
"Here is a picture of something awesome that I did. It's fucking great. I won't tell you how I did it, and if you can't do it yourself you suck. Discuss."
Madcow MadcowSpy zappin my udder
Posted 13 years ago2011-09-11 20:34:04 UTC Post #298855
@The Mighty Atom

It's a very old map hack from Quake days, and it's not worth your time. All you have to do is make a simple brush in Worldcraft, save it as a .MAP file, and edit the output with Notepad. Here's the map file format from Valve Developer Community:

(x1 y1 z1) (x2 y2 z2) (x3 y3 z3) TEXTURE_NAME [ tx1 ty1 tz1 (shift x)] [tx2 ty2 tz2 (shift y)] rotation scalex scaley

Here's my five second attempt. It's a simple, flat face (this is before the edit):

( 0 0 -32 ) ( -64 0 0 ) ( -64 0 64 ) CRATE25 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1

Bam!

( 0 0 -32 ) ( -64 0 0 ) ( -64 0 64 ) CRATE25 [ 0.8 -0.75 0 0 ] [ 0.4 0.5 0.75 -32 ] 0 0.80 0.80
User posted image
Posted 13 years ago2011-09-11 20:37:23 UTC Post #298856
I think Dragos is awesome in his own way. If you all start assaulting him he won't rectify his bragging problems and will probably just be pissed off at the community.

I just... care for this community. I don't want us to loose old, established members.

Also, if Crollo is annoying by his kilometric posts, Skals is situated at the other end:
BUAHHHH and U can't do it BUAHHHH! and you know why? BUAHHHHHHHHH! CAUSE I'M BETTER THAN U BUAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHhh
User posted image
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-09-11 21:29:37 UTC Post #298857
@ Dragos - No, you didn't explain anything here, all you did is say that GS can look nice and you posted some interesting pictures.

Start explaining more dude.

@ Barney in blue - Now i finally get whats this all about, thanks.
Stojke StojkeUnreal
Posted 13 years ago2011-09-11 21:29:39 UTC Post #298858
Mm.. Flamewars.
It's been a while.
Daubster DaubsterVault Dweller
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